Age | Commit message (Collapse) | Author |
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problem was on installing a file which was already installed, when the source and target paths match python deleted the file.
now check if the selected file is inside any of the addon search paths and abort with an error.
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bpy.utils and space_userpref.
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place and so package building scripts can extract it in a more usable way.
this also means we can have a version string like '2.56a-beta' without using buildinfo.
release/VERSION was only used by scons, NSIS installer.
Possibly helps to fix bug [#26062] too.
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netrender wasn't registering its RenderEngine subclass.
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float precision error)
This is intentional behavior but add options not to transform the bones scale & roll.
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enum since it makes no sense to have front and back enabled at once.
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could give better feedback but these operators are mainly for internal use.
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also remove Irix from list of supported OS's, add FreeBSD.
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marign)
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classes.
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new texture when the seed changes via IPO keyframe
* Small force field ui changes to make things a bit clearer.
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- rename layout.operator_enums -> operator_enum (since we have operator_menu_enum, only called in 4 places)
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by Amorilia (amorilia), fix modified.
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* Code cleanup, seriously we have a lot of unnecessary code!
* Small modification for OpenEXR buttons.
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Please, don't use a split function if you just have 2 properties in one line, a row is all you need here. ;-)
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From the patch description:
"A new panel is proposed to bring togheter all the properties of a material that belong to the render pipeline level.
Such properties are currently not mixable with node materials, as nodes operate on a shader level."
Commiting this patch as approved in the sundy meeting.
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* Particle system's are comparable to texture slots, which can
only exist within an id block. Particle settings on the other
hand are idblocks which should be pinnable just like textures.
* When particle settings are pinned only properties that make
sense without the actual particle system are shown in the
particle panel.
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* Now texture pinning works consistently for all textures.
* The only problem is that there is no way to pin textures if there are
no textures in the context path, so it's for example impossible to pin
the texture of a displace modifier without adding a texture somewhere
else and selecting that texture first. I my opinion this is quite
counter productive so perhaps a dedicated "only textures" texture
context option is needed after all.
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* All the various index-related issues should finally be sorted now.
It seems you cannot just partially implement some of these active
index getter/setters...
* Standardised the call used by PoseLib operators to get the Object
from which they get the active PoseLib data from
* PoseLib operators which require some existing data to work now use a
poll() which checks for this
* Added back the operator used to make standard actions into ones
usable by PoseLib
* Added a dummy operator for the apply active pose button which really
just calls the same backend functions as "Browse Interactive", but
which has a nicer frontend (naming + description) for the purpose of
being used in this way
* Also, removed some useless code from here
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also renamed IDProperty to PropertyGroupItem (these are not referenced for common usage and we already have 'Property' defined).
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also correct for pep8 warnings.
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- Added operator button to show the current pose. This runs on top of
the interactive pose browse functionality, so the tooltip may be a bit
obtuse...
- Specifying a pose for the Pose browse functionality to set now works
correctly. Previously, some old depsgraph hacks were actually
interferring with correct updating (only the armature updated
correctly, but deforms didn't occur)
- Fixed a case of accessing freed memory, which I'm surprised no
static checkers have reportedly picked up on yet, or that nobody has
really had issues with (probably due to low memory "turnaround" so
far)
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This presents a UI from which PoseLibs can be assigned/removed from
Objects. From here, it is also possible to see the list of poses and
add/remove poses from this list.
Known Issues:
- [Py/RNA/Operators BUG ALERT!] If after immediately starting Blender
you try to remove a pose from the PoseLib using the UI buttons, you'll
get a an error the first time you do so (but not for subsequent
attempts). This seems to be caused by the "pose" enum (dynamically
generated) of the POSELIB_OT_pose_remove operator, which does not seem
to be getting initialised when the operator's exec gets called without
the invoke having been called previously
- Changing the active Pose Library still seems to be broken (to be
fixed soon)
Todos:
- Operator button to make the selected pose get shown in the 3d view
- Restore the "validate action" operator and add that to this panel
- Rename pose access
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unawaliable state.
- Also changed dynamic space bar menu, so it now also wouldn't allow to
set brush stroke flags to unavaliable state.
Also tried to remove use_anchor, use_space, use_restore_mesh and
use_airbrush, so user would be unable to set flags to unavaliable state,
but it was quite difficult for non-sculpt paint modes. They don't support
all of stroke methods, so brush.stroke_method can't be used for them.
Keep this area unchanged for now.
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eg,
bpy.ops.wm.context_menu_enum(data_path="scene.tool_settings.vertex_paint.brush.stroke_method")
This saves us defining operators only for menus.
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header static for blenlib, blenkernel and editors.
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method.
eg:
if MySybclass.is_registered:
...
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Preferences UI again
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left/right to current frame in dope sheet
This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.
This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.
Todo: Graph Editor support will be coming shortly...
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* New option to distribute particles in a hexagonal grid.
* This is much more stable for fluids than normal grid distribution and looks quite nice otherwise too :)
* Also some small scale code cleanup of grid distribution code.
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* Renamed the old split uv's animate option "time" to "age" and added a new option to change the used split frame by frame. These are good changes were suggested/implied by Hannu Hoffren over 3 years ago in his tutorial video! (oh my how time flies)
* Also cleaned up the billboard ui quite a bit. For example now the uv channels can be properly chosen from the existing channels.
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* Greetings from farsthary: particle rotation is now taken into account for particle effector direction.
** This gives all kinds of new possibilities as he shows in his blog http://farsthary.wordpress.com/2011/02/08/vortex-particle-simple-tut/.
**The only modification I made to his patch was to use the actual rotated particle direction as the effector direction as this defaults to the particle velocity vector, so no actual new options are needed.
* I also added an "effector amount" setting for particle effectors so that only a part of the particles can be considered as effectors. This makes it possible to create simple "farsthary vortexes" with only one particle system.
* Also some tiny reorganization of the falloff min/max values for a nicer ui.
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* Effecting particle properties with textures was possible in 2.49,
but not in 2.5 anymore.
* Now particles have their own textures (available in texture panel
for objects with particle systems), which are totally separate from
the material textures.
* Currently a basic set of particle properties is available for
texture control. Some others could still be added, but the whole
system is not intended as an "change anything with a texture" as
this kind of functionality will be provided with node particles in
the future much better.
* Combined with the previously added "particle texture coordinates"
this new functionality also solves the problem of animating particle
properties through the particle lifetime nicely.
* Currently the textures only use the intensity of the texture in
"multiply" blending mode, so in order for the textures to effect
a particle parameter there has to be a non-zero value defined for
the parameter in the particle settings. Other blend modes can be
added later if they're considered useful enough.
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- add gplv2 header
- define __all__ so when importing '*' it wont being in locally defined vars.
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from Filiciss Muhgue (filiciss)
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for eg),
would stop the entire menu from drawing if they raised an exception.
now print the exception and continue.
Also added a verbose argument for bpy.utils.(un)register_module() to help test whats being registered.
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this should help with blender leaking memory with python classes though the bug is still not fixed.
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- KeyingSetInfo classes are now collected like Panels, Operators etc so bpy.utils.register_module() can be used.
- move bpy.types.register() to bpy.utils.register_class
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This removes auto-registration, committed by Martin r30961.
Realize this is a contentious topic but Brecht and myself both would rather opt-in registration.
TODO:
- addons need updating.
- class list will be modified to use weakrefs (should have been done for existing system too).
- will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
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also quiet pep8 warnings.
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